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Stray Dream Games
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Stray Dream Games
Creating both original and parody based adult games!
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Welcome

  • Follow our Socials: https://docs.google.com/document/d/1e701Ix1JNmZy1KNe2dUEiGxnz2acdh3lZrS0t3cIpqI/edit?usp=sharing
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Stray Dream Games

Public Download Links (7.7.25)


Dark Dimensions: A Spiritual Successor

Changelog History

Links for each version:
PC
MAC OS
LINUX

Enjoy!

-The SDG Team


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Stray Dream Games
Public post

Public Download Links (7.7.25)


Dark Dimensions: A Spiritual Successor

Changelog History

Links for each version:
PC
MAC OS
LINUX

Enjoy!

-The SDG Team

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Stray Dream Games
Public post

Updated Bugfix + Boost Version (7/7/2025)


The link pinned to the main page should be updated by this point, and this here is the fully listed changelog for what to expect out of it! Feel free to check it out if you have the time, and let us know what *new* problems you see! Hopefully not as many though!

v0.06.7-7-25 Performance Boost

This build mainly focuses on improving performance, a lot of crashes were due to the higher system requirements. The Jazz crash specifically was due to hardware limitations.
  • Engine
    • Changed to Compatibility Renderer from Forward+, thus the game uses OpenGL (an older renderer) instead of Vulkan.
    • VRAM requirements down to 2GB from 4GB.
    • The 3D space has been re-arranged, the camera has been brought in with a lower draw distance on 2.5D parts of the game.  Reducing the area it renders down to under 25% of the original.
    • Lighting has been redone due to changing the renderer.
    • Many animations have been redone to account for the smaller space.
      • Character movement may still be a bit strange because it was configured for the smaller space, it will be refined over time.
  • Improvements
    • Characters should have a stronger and smoother outline.
    • Music state is now saved, and should be restored correctly on load.
    • Reloading in the middle of a cg sequence / animation sequence should correctly restart the scene so that it will be viewed correctly.
  • MISC
    • Grammar Fixes.
    • Game file size has been reduced to 1.9GB from 7.4 GB when extracted.
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Stray Dream Games
Public post

First Public Release Day! (Launch Update)

Oh joy! Oh happy days!!

This is kind of a really special day for all of us here at SDG. Today is the first ever day we get to post a public version of one of our games! It's been a long time coming to get to this moment, and it wasn't at all a small task, so thank you all for your support in any way you guys have contributed. Whether that was from a single dollar you gave over a year ago, or just posting porn or memes in the discord. Your engagement and questions always kept us moving and doing what we love with enthusiasm, so thanks!

Anyway, that's really enough from me, I'll just get to the changelogs and the download links.

V0.06.6-30-25 Launch Public Update

Changed from Redot 4.3 to Godot 4.4.1, navigate to %APPDATA%\Redot\app_userdata (Win+R, paste, run) on Windows and move the 'Dark Dimensions- Spiritual Successor' to %APPDATA%\Godot\app_userdata to transfer your saves and settings to the updated engine.

Content Updates:
  • Added additional sound effects.
  • Added additional music.
  • Script refined in some areas.
  • Some animations changed, or refined.

Improvements: 
  • Consumption of VRAM has been reduced significantly.
  • Costly graphics option has been turned off in scenes where it would provide no effect, currently only active on the map.
  • Save names are filled with a default 'date/time' to simplify the process of saving.

Bug Fixes: 
  • UI:
    • You can no longer dismiss the save screen while the input screen is visible, preventing a soft lock of the game.
    • Textbox name and quick button now should correctly hide anytime the textbox forcefully needs to hide.

  • NAVIGATION:
    • Gymnasium exit no longer points to the main hallway and instead to the right hallway.

  • QUEST:
    • An event trigger in the livingroom that could be activated improperly has been changed so that activation will only occur at the proper time.
    • Players who have saved outside the gymnasium after the event triggers before completing the investigation of the next location, and would be stuck from finishing the investigation, their location will be set to the Gymnasium upon loading.
  • BACKEND:
    • Reset data to defaults when returning to the title screen, fixes data persisting through starting a new game.
  • SAVE / LOADING:
    • Loading specific CG / event sequences, would not have their animation state set correctly on reload. This should now be corrected.
    • Upon loading, the textbox is dismissed instantly to prevent displaying the wrong text.

Download Links

If you'd like to know, the link to the actual download links are here, or it will be in a minute. You can check out the previous and future entries' changelog by accessing the link listed there as well.

Enjoy!!

-Morah & the SDG Team
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Stray Dream Games
Public post

Release Day! It's here!!


For real this time!

Not gonna stall much, just gonna paste here the Changelog, and then after that, the LINK to the actual Download Link Post.

REMEMBER, THIS IS A BUGGY CRAPPY PIECE OF JUNK SO REPORT ALL FINDINGS IN THE DISCORT #report-a-bug CHANNEL IN THE APPROPRIATE THREAD!!

v0.06.6-15-25 Launch Update

Built using Godot (Redot fork), will move back to Godot within a version or two, and a heavily modified / extended version of Dialogic.
Content
-Explorable Locations:
  • Fenton Works
  • Casper High
-CG / Cutscenes:
  • A very bombastic intro with many pieces of art for you to enjoy.
  • Two ‘lewd’ scenes, although the background are still works in progress.

Game Engine / Dialogic Features:
  • History
    • Features non-animated portraits of characters, some currently missing, but allows you to review the dialogue of ‘scenarios’ you’ve experienced.
  • Keybinds
    • H: Hide textbox
    • F1: Show FPS / Performance Statistics
    • X: Advance dialogue
  • Rollback
    • Was not natively implemented into Dialogic, so a custom solution had to be coded.  It is not as advanced as Ren’py’s version, but during a ‘scenario’ (when a dialogue box is present) it will allow you to hop back in conversation up to 60 lines.  
    • Currently to prevent bugs, when an ‘event’ (internal record of various story points) threshold is crossed that ‘event’ will restart and clear the current rollback saves.
    • It is also disabled during more ‘cinematic / cg’ scenarios, because of animation glitches currently.
  • Save / Load
    • Saving / Loading is available at all times, but in the middle of an ‘event’ on load you will restart that event.
    • Saves are nameable, and contain other information about the current status of the game that is displayed on the UI.
    • Saves are also ‘prefixed’ with the current date, then time, and then version under which they were originally created. 
    • This allows them to be organized, at the bottom of the save / load page you will see the ‘prefix’ currently selected, clicking on that will bring up a drop down menu showing you all saves sharing that ‘prefix’.
    • To preserve compatibility between versions and to fix bugged saves, the loaded data is processed beforehand to examine and fix logic bugs.
  • Settings
    • There are a wide range of UI customizations available.  Including changing the background color / text color / outline color, the font used for dialogue, the font used for some UI pieces, and then a third font option used in other parts of the game.
    • Display settings are limited but will be expanded.
    • Gameplay options available are only for the battle preview mode, accessed on the title screen.
    • Also are sliders to control the overall volume, sound effect volume, ambient volume, music volume, and a special type of ‘music’ referred to as songs.  Songs are used to provide more fine control of the music to us as creators.
  • Animated Characters
    • Spine, a mesh based animation tool, rigged character portraits are currently in the game, although currently their feature set is extremely limited.
  • 2.5D world
    • Godot allows us to have the characters position themselves along the z axis (depth) along with the traditional y (up/down) and x (left/right).  This gives us a lot of creative freedom.
  • Prototype 3D map
    • A prototype version of the intended city map has been made in 3D, and will continue to be updated with customized assets in the future.  This semi-isometric map currently only covers a small part of the city, but more will be added in the future.
  • Prototype Battle System
    • From the title screen, a preview of the current direction for the Battle System is available to be tested.  It is not completely representative of the desired balance, community feedback will help drive its advancement so it will help fulfill your fantasy of fighting as Danny.
    • There will not be direct leveling, but as the main scenario progresses further there will be a natural strengthening of Danny’s abilities.
    • Consumable Item Crafting will be part of the game and a way to even the odds in challenging battles. 
  • Prototype Phone
    • Unlocked in the game, but currently not very useful, the phone will be your hub to interact with the game world and also have bonus content.
  • Custom Event System
    • Flexible event system that should lead to easy debugging of any logic errors, and keeps code related to it isolated from the dialogue of the game.
    • For player’s it will be completely invisible, but will open the doors to having a smooth experience while exploring the Dark Dimensions world.
  • Custom Navigation System
    • Our navigation system allows the smooth integration of characters / pickable items into the various locations of the game.   They will only show up when the conditions in the game are correct, usually by time / quest / main scenario progress.

And here are the separate Download Links:
$15 Wet Dreamer
$10 Big Dreamer
$5 Lucid Dreamer
$3 Day Dreamer
$1 Recurring Dreamer

Enjoy, you deserve it, send us your feedback!

-Morah & the SDG Team
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Stray Dream Games
Public post

What Should You Expect on Friday... (READ!!)



Contact me for epic photoshop pro tips…
Hello one and all, and welcome on this fine Launch Update Eve. Been a long time coming for this moment, and we couldn't be happier. I mean, we *could* I suppose be happier, if we had more time to add more content, polish up everything, but I do feel like we've added a great of warnings within the game itself. And hopefully conveyed enough to all of you that the game development process is long, arduous and a little complicated, and often luck driven, both good and bad. This is meant to help temper both your expectations but also clue you guys in as to what is planned for the future as well.

So, I wanted to kind of give you guys a little 24 hour+ warning/expectations guide for the first launch update. Along with a throughly tested and comprehensive change log, I want to allow you guys to understand and know what you can look forward to. Cause over the course of time and with life getting in the way, our plans have to change a bit. Originally, this update was intended to include all the h-scenes we had planned in the course of the launch update script. That included the prologue, Danny’s birthday, the news segment, the beginning of school, Sam’s clothing incident, Danny phantom day, and thrum the first visit to the “Dark Verse” and the subsequent doppelgängers from that world.

At present, we are still whittling our way through the first hit of the first day of school, and even more so, we’re lacking a lot of animated expressionism. While I’m still happy that we’re working pretty decently with a new engine none of us have worked through before, that has caused some growing pains. And we might also be dealing with some additional problems involving growing pains working out this new artist-animator work flow, and with our coder in the middle also mediating and relaying GoDot info… stuff is gonna take some time.

So, all of this word salad to say, “Hey, before you decide to pledge your hard earned money out of super eager obligation, make sure you really analyze the work changelog for any and all updates.” Because we don’t want to just earn your cash and feel you guys didn’t get what you personally felt like paying for. So please, do yourself a favor and do your due diligence. Your satisfaction to us as a supporter is more important in the long term for us to prosper than it is to “swindle” any of your cash in the short. Use your wits, save your money when you *need* to, and always remember: Dark Dimensions will always remain a FREE public game, your monetary support is only a factor when you determine it would be worth to help throw us some of your rainy day money.

Anyway, along with that apprehensive forewarning about the update tomorrow and to keep your eyes open for the change-log before just pledging right away, I always come with some news. I realized in the course of this post that I’ve sorta been… a bit of a yapper. Promising certain things. Certain… consistent deadlines. Deadline I really wished w could promise, but I realized after asking for our actual game builder and resident Code monkey Epadder, that I don’t know are either reasonable or warranted. One of the things I’ve often mentioned often is this idea regarding monthly updates, meaning major or minor, we’d be putting out something every month. This would help us consistently improve the existing public or current update, as well as allow for 12 opportunities a year to potentially earn a new group of eyes via the various forums.

Well, Epadder has only expressed me to convey this message: we cannot PROMISE once a month, out of both practically and availability. We will instead be shooting for updates every other month, with bug fixes more consistently put out every other Fridays. We think that’s a good standard to start out with at least, and we will let you know of any other changes we want to make the schedule.

With this new schedule in mind, however, Epadder has informed me that he will actually want to produce three separate updates this month alone. Meaning the first launch update tomorrow, one a week from then either Friday or Saturday, and the final end of the month release as well. These will be attempts to add more content than you would find in a traditional bug fix anyway. So going into July, we should have a better and more consistent type schedule that will more accurately reflect what to expect going forward as well.

I’m sure that’s a whole lot of reading, and if you guys have any questions about any of my word salad in this post, feel free to reach outeither in the comments or by DMing me directly!

Thanks to all of you that intend on pledging tomorrow and beyond!!

-Morah & the SDG Team
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Stray Dream Games
Public post

Important Staff Member News (READ!)

This is the other post I said I had to mention, and I wanted to make sure it was separate from the silliness of the other post, it tonally wasn't the same and deserved its own spot to bring this info to you guys.

Very sadly, we at the SDG team were informed by a member of staff that only just yesterday, a close relative to them had passed away. That's really all the details we are going to share about the incident to remain some privacy. The staff member has since informed us that they just got back from hanging with friends and family, and they're requesting a few days to themselves to get themselves sorted personally. We totally understand that need and are indulging them the time they need, full stop. Our mission is to not only provide our fans quality games, but to provide a healthy and meaningful partnership for our staff.

So with that being said, there's no immediate known knowledge as to when they might return, and we also don't know if this will effect the current timeline for the launch date. I don't think it *should* necessarily, but it absolutely could given what I know. We'll keep you guys as up to date as we all are. We're sorry if this does end up delaying release, but we're committed to the needs of our staff.

Any questions, please feel free to ask them here. Thank you very much,

-The SDG Team
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